A least a couple of you have gotten to take some sneak peeks at the upcoming rulebook, so I thought I'd start a thread for feedback and discussion. Anything you like, anything you don't like, typos, misdirected links, inconsistencies, messed up image alt text, whatever.

For those of you who haven't seen the new book yet, well... I guess that means I'm not interested in your opinion just yet. I'll loop all of the rest of you in soon enough.

I've just uploaded the first little bit of Book 2 up to Chapter 7, although you'll have to ignore the fact that Book 2 doesn't have a cover image yet. The most interesting part for most of you will be the new Mechanik card. All of the stuff everybody's really been waiting for starts in Chapter 8, but I know that once I release that one nobody will care about the first 7 anymore and I won't get any useful feedback. So you've got to wait... for now.

The new Mechanik is great, and you should definitely keep the Unmighty Pennies. They will be a great way to clean my conscience when I accidentally make a clever tactical move.

There is a typo in the introduction to Spirits of the Game, where a sentence says: "Others abandon rationality in obeisance to BrikThulhu, the nine-tentacled Ragnoroktopus of chaos and deconstruction, or they are seduced by the corruption of the Nega-Bloktrix and her promises of of cheap Cloan-brik assembly."

(Everyone, hurry up and post lots of feedback so we can get the rest of the book!)

I like the mechanik rules, but there's just one thing that seems a little unnecessary to me: the extra d6 roll after patching up structure damage.

I realize that just patching something up with no rolling involved is a little un-Brikwarsy, but this roll just seems a little out of place to me. Maybe if you made a table to determine how effective the repair was, instead of just working or not working. It seems like it would work better, and give the game a little more variety.

Another possibility is that you could make the repair's effectiveness vary every time it's attacked, so it becomes a little more unpredictable like a patch-up job from spare parts should be.

Example wrote:Every time the repaired creation is attacked, roll a d6 before resolving damage rolls.

1: The patch falls off and the creation reverts to its previous condition2: -2 to armour roll3: -1 to armour roll4: armour roll stays normal5: +1 to armour roll69: +2 to armour roll

All armour roll modifiers are only effective for the selected attack. If a 1 is rolled, the patch will remain fallen off until repaired.

Alternatively, this could be changed to every turn instead of every attack to save time and dice rolls.

Not a rule issue, but something I think should be put into the 2010 rule set is the Forward from the 2005 edition. The historical pictures and insight is a good thing to keep. Maybe you already plan to add it back in, but if not, please do.